<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.10"/>
<title>0.9.9 API documenation: Modules</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<script type="text/javascript">
  $(document).ready(function() { init_search(); });
</script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  <td id="projectlogo"><img alt="Logo" src="logo-mini.png"/></td>
  <td id="projectalign" style="padding-left: 0.5em;">
   <div id="projectname">0.9.9 API documenation
   </div>
  </td>
 </tr>
 </tbody>
</table>
</div>
<!-- end header part -->
<!-- Generated by Doxygen 1.8.10 -->
<script type="text/javascript">
var searchBox = new SearchBox("searchBox", "search",false,'Search');
</script>
  <div id="navrow1" class="tabs">
    <ul class="tablist">
      <li><a href="index.html"><span>Main&#160;Page</span></a></li>
      <li class="current"><a href="modules.html"><span>Modules</span></a></li>
      <li><a href="files.html"><span>Files</span></a></li>
      <li>
        <div id="MSearchBox" class="MSearchBoxInactive">
        <span class="left">
          <img id="MSearchSelect" src="search/mag_sel.png"
               onmouseover="return searchBox.OnSearchSelectShow()"
               onmouseout="return searchBox.OnSearchSelectHide()"
               alt=""/>
          <input type="text" id="MSearchField" value="Search" accesskey="S"
               onfocus="searchBox.OnSearchFieldFocus(true)" 
               onblur="searchBox.OnSearchFieldFocus(false)" 
               onkeyup="searchBox.OnSearchFieldChange(event)"/>
          </span><span class="right">
            <a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="search/close.png" alt=""/></a>
          </span>
        </div>
      </li>
    </ul>
  </div>
</div><!-- top -->
<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
     onmouseover="return searchBox.OnSearchSelectShow()"
     onmouseout="return searchBox.OnSearchSelectHide()"
     onkeydown="return searchBox.OnSearchSelectKey(event)">
</div>

<!-- iframe showing the search results (closed by default) -->
<div id="MSearchResultsWindow">
<iframe src="javascript:void(0)" frameborder="0" 
        name="MSearchResults" id="MSearchResults">
</iframe>
</div>

<div class="header">
  <div class="headertitle">
<div class="title">Modules</div>  </div>
</div><!--header-->
<div class="contents">
<div class="textblock">Here is a list of all modules:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</span><a class="el" href="a00153.html" target="_self">GTC Extensions (Stable)</a></td><td class="desc">Functions and types that the GLSL specification doesn't define, but useful to have for a C++ program </td></tr>
<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00159.html" target="_self">GLM_GTC_bitfield</a></td><td class="desc">Allow to perform bit operations on integer values </td></tr>
<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00160.html" target="_self">GLM_GTC_color_encoding</a></td><td class="desc">Allow to perform bit operations on integer values </td></tr>
<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00161.html" target="_self">GLM_GTC_color_space</a></td><td class="desc">Allow to perform bit operations on integer values </td></tr>
<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00162.html" target="_self">GLM_GTC_constants</a></td><td class="desc">Provide a list of constants and precomputed useful values </td></tr>
<tr id="row_0_4_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00163.html" target="_self">GLM_GTC_epsilon</a></td><td class="desc">Comparison functions for a user defined epsilon values </td></tr>
<tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00164.html" target="_self">GLM_GTC_functions</a></td><td class="desc">List of useful common functions </td></tr>
<tr id="row_0_6_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00165.html" target="_self">GLM_GTC_integer</a></td><td class="desc">Allow to perform bit operations on integer values </td></tr>
<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00166.html" target="_self">GLM_GTC_matrix_access</a></td><td class="desc">Defines functions to access rows or columns of a matrix easily </td></tr>
<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00167.html" target="_self">GLM_GTC_matrix_integer</a></td><td class="desc">Defines a number of matrices with integer types </td></tr>
<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00168.html" target="_self">GLM_GTC_matrix_inverse</a></td><td class="desc">Defines additional matrix inverting functions </td></tr>
<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00169.html" target="_self">GLM_GTC_matrix_transform</a></td><td class="desc">Defines functions that generate common transformation matrices </td></tr>
<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00170.html" target="_self">GLM_GTC_noise</a></td><td class="desc">Defines 2D, 3D and 4D procedural noise functions Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": <a href="https://github.com/ashima/webgl-noise">https://github.com/ashima/webgl-noise</a> Following Stefan Gustavson's paper "Simplex noise demystified": <a href="http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf">http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf</a> &lt;<a class="el" href="a00074.html" title="GLM_GTC_noise ">glm/gtc/noise.hpp</a>&gt; need to be included to use these functionalities </td></tr>
<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00171.html" target="_self">GLM_GTC_packing</a></td><td class="desc">This extension provides a set of function to convert vertors to packed formats </td></tr>
<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00172.html" target="_self">GLM_GTC_quaternion</a></td><td class="desc">Defines a templated quaternion type and several quaternion operations </td></tr>
<tr id="row_0_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00173.html" target="_self">GLM_GTC_random</a></td><td class="desc">Generate random number from various distribution methods </td></tr>
<tr id="row_0_15_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00174.html" target="_self">GLM_GTC_reciprocal</a></td><td class="desc">Define secant, cosecant and cotangent functions </td></tr>
<tr id="row_0_16_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00175.html" target="_self">GLM_GTC_round</a></td><td class="desc">Rounding value to specific boundings </td></tr>
<tr id="row_0_17_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00176.html" target="_self">GLM_GTC_type_aligned</a></td><td class="desc">Aligned types </td></tr>
<tr id="row_0_18_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00177.html" target="_self">GLM_GTC_type_precision</a></td><td class="desc">Defines specific C++-based precision types </td></tr>
<tr id="row_0_19_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00178.html" target="_self">GLM_GTC_type_ptr</a></td><td class="desc">Handles the interaction between pointers and vector, matrix types </td></tr>
<tr id="row_0_20_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00179.html" target="_self">GLM_GTC_ulp</a></td><td class="desc">Allow the measurement of the accuracy of a function against a reference implementation </td></tr>
<tr id="row_0_21_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00180.html" target="_self">GLM_GTC_vec1</a></td><td class="desc">Add vec1, ivec1, uvec1 and bvec1 types </td></tr>
<tr id="row_1_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_1_" class="arrow" onclick="toggleFolder('1_')">&#9660;</span><a class="el" href="a00154.html" target="_self">GTX Extensions (Experimental)</a></td><td class="desc">Functions and types that the GLSL specification doesn't define, but useful to have for a C++ program </td></tr>
<tr id="row_1_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00181.html" target="_self">GLM_GTX_associated_min_max</a></td><td class="desc">Min and max functions that return associated values not the compared onces </td></tr>
<tr id="row_1_1_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00182.html" target="_self">GLM_GTX_bit</a></td><td class="desc">Allow to perform bit operations on integer values </td></tr>
<tr id="row_1_2_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00183.html" target="_self">GLM_GTX_closest_point</a></td><td class="desc">Find the point on a straight line which is the closet of a point </td></tr>
<tr id="row_1_3_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00184.html" target="_self">GLM_GTX_color_space</a></td><td class="desc">Related to RGB to HSV conversions and operations </td></tr>
<tr id="row_1_4_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00185.html" target="_self">GLM_GTX_color_space_YCoCg</a></td><td class="desc">RGB to YCoCg conversions and operations </td></tr>
<tr id="row_1_5_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00186.html" target="_self">GLM_GTX_common</a></td><td class="desc">Provide functions to increase the compatibility with Cg and HLSL languages </td></tr>
<tr id="row_1_6_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00187.html" target="_self">GLM_GTX_compatibility</a></td><td class="desc">Provide functions to increase the compatibility with Cg and HLSL languages </td></tr>
<tr id="row_1_7_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00188.html" target="_self">GLM_GTX_component_wise</a></td><td class="desc">Operations between components of a type </td></tr>
<tr id="row_1_8_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00189.html" target="_self">GLM_GTX_dual_quaternion</a></td><td class="desc">Defines a templated dual-quaternion type and several dual-quaternion operations </td></tr>
<tr id="row_1_9_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00190.html" target="_self">GLM_GTX_euler_angles</a></td><td class="desc">Build matrices from Euler angles </td></tr>
<tr id="row_1_10_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00191.html" target="_self">GLM_GTX_extend</a></td><td class="desc">Extend a position from a source to a position at a defined length </td></tr>
<tr id="row_1_11_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00192.html" target="_self">GLM_GTX_extented_min_max</a></td><td class="desc">Min and max functions for 3 to 4 parameters </td></tr>
<tr id="row_1_12_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00193.html" target="_self">GLM_GTX_fast_exponential</a></td><td class="desc">Fast but less accurate implementations of exponential based functions </td></tr>
<tr id="row_1_13_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00194.html" target="_self">GLM_GTX_fast_square_root</a></td><td class="desc">Fast but less accurate implementations of square root based functions </td></tr>
<tr id="row_1_14_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00195.html" target="_self">GLM_GTX_fast_trigonometry</a></td><td class="desc">Fast but less accurate implementations of trigonometric functions </td></tr>
<tr id="row_1_15_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00196.html" target="_self">GLM_GTX_gradient_paint</a></td><td class="desc">Functions that return the color of procedural gradient for specific coordinates </td></tr>
<tr id="row_1_16_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00197.html" target="_self">GLM_GTX_handed_coordinate_space</a></td><td class="desc">To know if a set of three basis vectors defines a right or left-handed coordinate system </td></tr>
<tr id="row_1_17_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00198.html" target="_self">GLM_GTX_hash</a></td><td class="desc">Add std::hash support for glm types </td></tr>
<tr id="row_1_18_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00199.html" target="_self">GLM_GTX_integer</a></td><td class="desc">Add support for integer for core functions </td></tr>
<tr id="row_1_19_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00200.html" target="_self">GLM_GTX_intersect</a></td><td class="desc">Add intersection functions </td></tr>
<tr id="row_1_20_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00201.html" target="_self">GLM_GTX_io</a></td><td class="desc">Std::[w]ostream support for glm types </td></tr>
<tr id="row_1_21_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00202.html" target="_self">GLM_GTX_log_base</a></td><td class="desc">Logarithm for any base </td></tr>
<tr id="row_1_22_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00203.html" target="_self">GLM_GTX_matrix_cross_product</a></td><td class="desc">Build cross product matrices </td></tr>
<tr id="row_1_23_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00204.html" target="_self">GLM_GTX_matrix_decompose</a></td><td class="desc">Decomposes a model matrix to translations, rotation and scale components </td></tr>
<tr id="row_1_24_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00205.html" target="_self">GLM_GTX_matrix_interpolation</a></td><td class="desc">Allows to directly interpolate two exiciting matrices </td></tr>
<tr id="row_1_25_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00206.html" target="_self">GLM_GTX_matrix_major_storage</a></td><td class="desc">Build matrices with specific matrix order, row or column </td></tr>
<tr id="row_1_26_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00207.html" target="_self">GLM_GTX_matrix_operation</a></td><td class="desc">Build diagonal matrices from vectors </td></tr>
<tr id="row_1_27_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00208.html" target="_self">GLM_GTX_matrix_query</a></td><td class="desc">Query to evaluate matrix properties </td></tr>
<tr id="row_1_28_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00209.html" target="_self">GLM_GTX_matrix_transform_2d</a></td><td class="desc">Defines functions that generate common 2d transformation matrices </td></tr>
<tr id="row_1_29_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00210.html" target="_self">GLM_GTX_mixed_producte</a></td><td class="desc">Mixed product of 3 vectors </td></tr>
<tr id="row_1_30_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00211.html" target="_self">GLM_GTX_norm</a></td><td class="desc">Various ways to compute vector norms </td></tr>
<tr id="row_1_31_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00212.html" target="_self">GLM_GTX_normal</a></td><td class="desc">Compute the normal of a triangle </td></tr>
<tr id="row_1_32_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00213.html" target="_self">GLM_GTX_normalize_dot</a></td><td class="desc">Dot product of vectors that need to be normalize with a single square root </td></tr>
<tr id="row_1_33_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00214.html" target="_self">GLM_GTX_number_precision</a></td><td class="desc">Defined size types </td></tr>
<tr id="row_1_34_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00215.html" target="_self">GLM_GTX_optimum_pow</a></td><td class="desc">Integer exponentiation of power functions </td></tr>
<tr id="row_1_35_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00216.html" target="_self">GLM_GTX_orthonormalize</a></td><td class="desc">Orthonormalize matrices </td></tr>
<tr id="row_1_36_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00217.html" target="_self">GLM_GTX_perpendicular</a></td><td class="desc">Perpendicular of a vector from other one </td></tr>
<tr id="row_1_37_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00218.html" target="_self">GLM_GTX_polar_coordinates</a></td><td class="desc">Conversion from Euclidean space to polar space and revert </td></tr>
<tr id="row_1_38_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00219.html" target="_self">GLM_GTX_projection</a></td><td class="desc">Projection of a vector to other one </td></tr>
<tr id="row_1_39_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00220.html" target="_self">GLM_GTX_quaternion</a></td><td class="desc">Extented quaternion types and functions </td></tr>
<tr id="row_1_40_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00221.html" target="_self">GLM_GTX_range</a></td><td class="desc">Defines begin and end for vectors and matrices </td></tr>
<tr id="row_1_41_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00222.html" target="_self">GLM_GTX_raw_data</a></td><td class="desc">Projection of a vector to other one </td></tr>
<tr id="row_1_42_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00223.html" target="_self">GLM_GTX_rotate_normalized_axis</a></td><td class="desc">Quaternions and matrices rotations around normalized axis </td></tr>
<tr id="row_1_43_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00224.html" target="_self">GLM_GTX_rotate_vector</a></td><td class="desc">Function to directly rotate a vector </td></tr>
<tr id="row_1_44_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00225.html" target="_self">GLM_GTX_scalar_relational</a></td><td class="desc">Extend a position from a source to a position at a defined length </td></tr>
<tr id="row_1_45_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00226.html" target="_self">GLM_GTX_spline</a></td><td class="desc">Spline functions </td></tr>
<tr id="row_1_46_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00227.html" target="_self">GLM_GTX_std_based_type</a></td><td class="desc">Adds vector types based on STL value types </td></tr>
<tr id="row_1_47_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00228.html" target="_self">GLM_GTX_string_cast</a></td><td class="desc">Setup strings for GLM type values </td></tr>
<tr id="row_1_48_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00229.html" target="_self">GLM_GTX_transform</a></td><td class="desc">Add transformation matrices </td></tr>
<tr id="row_1_49_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00230.html" target="_self">GLM_GTX_transform2</a></td><td class="desc">Add extra transformation matrices </td></tr>
<tr id="row_1_50_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00231.html" target="_self">GLM_GTX_type_aligned</a></td><td class="desc">Defines aligned types </td></tr>
<tr id="row_1_51_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00232.html" target="_self">GLM_GTX_type_trait</a></td><td class="desc">Defines traits for each type </td></tr>
<tr id="row_1_52_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00233.html" target="_self">GLM_GTX_vec_swizzle</a></td><td class="desc">Functions to perform swizzle operation </td></tr>
<tr id="row_1_53_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00234.html" target="_self">GLM_GTX_vector_angle</a></td><td class="desc">Compute angle between vectors </td></tr>
<tr id="row_1_54_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00235.html" target="_self">GLM_GTX_vector_query</a></td><td class="desc">Query informations of vector types </td></tr>
<tr id="row_1_55_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00236.html" target="_self">GLM_GTX_wrap</a></td><td class="desc">Wrapping mode of texture coordinates </td></tr>
<tr id="row_2_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_2_" class="arrow" onclick="toggleFolder('2_')">&#9660;</span><a class="el" href="a00155.html" target="_self">GLM Core</a></td><td class="desc">The core of GLM, which implements exactly and only the GLSL specification to the degree possible </td></tr>
<tr id="row_2_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00145.html" target="_self">Common functions</a></td><td class="desc">These all operate component-wise </td></tr>
<tr id="row_2_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00146.html" target="_self">Exponential functions</a></td><td class="desc">These all operate component-wise </td></tr>
<tr id="row_2_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00147.html" target="_self">Geometric functions</a></td><td class="desc">These operate on vectors as vectors, not component-wise </td></tr>
<tr id="row_2_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00148.html" target="_self">Integer functions</a></td><td class="desc">These all operate component-wise </td></tr>
<tr id="row_2_4_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00149.html" target="_self">Matrix functions</a></td><td class="desc">For each of the following built-in matrix functions, there is both a single-precision floating point version, where all arguments and return values are single precision, and a double-precision floating version, where all arguments and return values are double precision </td></tr>
<tr id="row_2_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00150.html" target="_self">Floating-Point Pack and Unpack Functions</a></td><td class="desc">These functions do not operate component-wise, rather as described in each case </td></tr>
<tr id="row_2_6_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00151.html" target="_self">Angle and Trigonometry Functions</a></td><td class="desc">Function parameters specified as angle are assumed to be in units of radians </td></tr>
<tr id="row_2_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00152.html" target="_self">Vector Relational Functions</a></td><td class="desc">Relational and equality operators (&lt;, &lt;=, &gt;, &gt;=, ==, !=) are defined to operate on scalars and produce scalar Boolean results </td></tr>
<tr id="row_2_8_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span id="arr_2_8_" class="arrow" onclick="toggleFolder('2_8_')">&#9660;</span><a class="el" href="a00156.html" target="_self">Types</a></td><td class="desc">The standard types defined by the specification </td></tr>
<tr id="row_2_8_0_" class="even"><td class="entry"><span style="width:48px;display:inline-block;">&#160;</span><a class="el" href="a00157.html" target="_self">Precision types</a></td><td class="desc">Non-GLSL types that are used to define precision-based types </td></tr>
<tr id="row_2_9_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00157.html" target="_self">Precision types</a></td><td class="desc">Non-GLSL types that are used to define precision-based types </td></tr>
<tr id="row_2_10_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="a00158.html" target="_self">Template types</a></td><td class="desc">The generic template types used as the basis for the core types </td></tr>
</table>
</div><!-- directory -->
</div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.10
</small></address>
</body>
</html>
